[3.1] Ultimate Scavenger AI Mod

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aubergine
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by aubergine » 29 May 2012, 20:21

I'm looking for artwork, feedback/corrections and any other info relating to the new Scavenger page on WZpedia: https://warzone.atlassian.net/wiki/disp ... Scavengers - Any help/feedback greatly appreciated :)
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NoQ
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Re: Ultimate Scavenger AI Mod (for 3.1)

Post by NoQ » 30 May 2012, 07:02

Berg wrote:Scavs did not build chopper factories on tmp500 10 player map. (Moisture)
Might the reason be that they didn't find a spot for a 2x2 building in the middle of such a complicated landscape (?)

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg » 30 May 2012, 23:39

Just a slight change to make new factory model match scav vtol factory both now belong to that go getter Fred.
The archive only contains the new fred's gas and its texture.
fredsgasvtol.png
making textures match for scav mod
Attachments
newscavfact.tar.gz
(318.98 KiB) Downloaded 207 times

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by crass » 30 May 2012, 23:41

Berg wrote:Just a slight change to make new factory model match scav vtol factory both now belong to that go getter Fred.
The archive only contains the new fred's gas and its texture.
fredsgasvtol.png
where can I find that program to edit these models?

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg » 30 May 2012, 23:58

I use Misfit mm3d other use blender.
http://www.misfitcode.com/misfitmodel3d/
http://www.blender.org/
Im not gona go into model conversion details here this is for scav mod

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Giani » 31 May 2012, 00:47

Berg wrote:Just a slight change to make new factory model match scav vtol factory both now belong to that go getter Fred.
The archive only contains the new fred's gas and its texture.
fredsgasvtol.png
They look very good :D
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Goth Zagog-Thou » 31 May 2012, 04:46

Yep, very good-looking stuff Berg. Well done!

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by aubergine » 31 May 2012, 18:50

Just had an idea - why not use the gas station as the model for the scav power generator? So they get oil out of the ground using a derrick in usual way, but to make use of oil they need a gas station to fill their road warriors' tanks. Or... Use it as a repair facility so scav vehicles return to the petrol station every so often to refuel... :)
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ » 31 May 2012, 19:04

repair facility
Yeah THAT (:
Makes me want to make the next version.

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Giani » 31 May 2012, 23:40

It is a good idea, but what about the factory...?
My maps: http://forums.wz2100.net/viewtopic.php?f=10&t=9501

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg » 03 Jun 2012, 02:42

222.png
concept robot repair arm or station

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by aubergine » 03 Jun 2012, 05:22

It's a shame the petrol station doesn't have a repair shop on the side... If there was some way to have the repair shop big enough and the repair point inside it, vehicles would drive in to it and you'd see the blue sparky repair lights flashing through the repair shop windows... I always imagined scav repairs would be done by blokes with hammers and welding kits...?
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Re: [3.1+] Ultimate Scavenger AI Mod

Post by NoQ » 03 Jun 2012, 05:45

Mmm yeah, I also feel this one is much better than the one the Project has (:

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Berg » 03 Jun 2012, 07:41

snapshot8.jpg
snapshot7.jpg
snapshot6.jpg
Another concept repair bay

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Re: [3.1+] Ultimate Scavenger AI Mod

Post by Jorzi » 03 Jun 2012, 09:57

@Berg: the new gas station texture looks really nice :)
ImageImage
-insert deep philosophical statement here-

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